From f19c11e92f6ea708b73cbbccc193299148d5216d Mon Sep 17 00:00:00 2001 From: Vanessa Ezekowitz Date: Sun, 15 Jul 2012 13:43:41 -0400 Subject: Rewrote the bottom part of the README concerning the modding template. Removed files related to it, since they're exclusively part of the modding template distribution now. --- README | 111 ++++++++++++++++++++++++++++++++++++----------------------------- 1 file changed, 61 insertions(+), 50 deletions(-) (limited to 'README') diff --git a/README b/README index 6472ede..c4b0073 100644 --- a/README +++ b/README @@ -120,56 +120,8 @@ the item names follow the same format as the filenames, save for having a colon (:) instead of the first underscore (_). -Semi-automatic generation of new textures -========================================= - -Obviously, in order for this mod to be useful, you'll need textures to use with -your crafting recipes. If you plan to support the entire range of colors -supplied by this mod, there is a BASH script included in the distribution -directory, named gentextures.sh, which will, with an appropriately- colored and -appropriately-named source texture, generate a complete set of colored and -greyscale textures based on that first one. - -This script requires bc (the calculator program) to handle some basic math -regarding the hue adjustments, and Imagemagick's "convert" program handles all -of the actual conversions. - -To make this script for your mod, open it in your favorite editor and change -the TEXTURE variable near the top of the file to whatever your particular mod -will use as the basis of its texture filenames. For example, the default is -cotton, so the files created by the script will be named cotton_xxxxxx.png for -each of the supported colors. - -Then, using your favorite image editor, create a single version of your desired -texture. Draw it in the brightest, deepest shade of RED you can muster without -losing any detail, and save it out. Ideally, you will want the average color -of the texture, when taking into account all bright and dark areas, to be as -close as possible to the hex value #FF0000 (0 degrees, 100% saturation, pure -red) without losing any appreciable #detail - -Save this source texture out with a filename of red_base_whatever.png, where -"whatever" is the same name you used in the TEXTURE variable above. The -default cotton setting, thus, would need a filename of red_base_cotton.png. - -Copy the gentextures.sh script to the same directory where you placed the base -texture, chmod 755 gentextures.sh if necessary, and run it using the usual -dot-slash notation: ./gentextures.sh - -The program will exit immediately if it can't find the base texture it needs -(i.e. if you didn't supply it, or if you named it wrong, or if it isn't it in -the same directory as the script). - -Otherwise, the program will create a new folder named generated-textures/ and -then iterate through all of the hues and shades that are supported by -unifieddyes (though this is done manually, not by reading anything from the -mod). All of the output files will be placed in that folder. - -Use your favorite image browser or file manager to review the results, and if -they're right, copy them over to the textures/ folder in your mod. - - -Example Code -============ +Semi-automatic generation of nodes, crafting recipes, and textures +================================================================== Along with this mod, you should also download my modding template, which is quite easy to transform into whatever mod you want to create that needs @@ -191,3 +143,62 @@ fetch it separately from here: Download Template: https://github.com/VanessaE/modtemplate/zipball/master ...or browse the code: https://github.com/VanessaE/modtemplate + +Semi-automatic generation of new textures +========================================= + +Obviously, in order for this mod or the above template to be useful, you'll +need textures. If you plan to support the entire range of colors offered by +Unified Dyes, there is a BASH script included with that template named +gentextures.sh, which will, with an appropriately- colored and +appropriately-named source texture, and possibly an overlay texture, generate a +complete set of colored and greyscale textures. + +The script requires bc (the calculator program) to handle some basic math +regarding the hue adjustments, and Imagemagick's "convert" program handles all +of the actual conversions. + +First thing's first though - you need source textures. Using your favorite image +editor, create a single version of your desired texture. Draw it in the +brightest, deepest shade of RED you can muster without losing any detail, and +save it out. Ideally, you will want the average color of the texture, when +taking into account all bright and dark areas, to be as close as possible to +the hex value #FF0000 (0 degrees, 100% saturation, pure red) without losing any +appreciable #detail. + +Save this source texture out with a filename of red_base_whatever.png, where +"whatever" is the same name you used in the TEXTURE variable above. The +default cotton setting, thus, would need a filename of red_base_cotton.png. + +If you want to add an image on top of the colored blocks, such as a frame, +which you want to be the same color throughout all of the textures, create it +now. It should consist only of those parts of the textures that you want to +leave unchanged, with transparency everywhere else. Save it out using any +filename you want. + +Now, run the script (make it executable first, if necessary). + +If you didn't need the overlay, you just need to supply one command line +argument: the base name of your mod. The script will use that parameter as the +basis of its texture filenames. For example: + +./gentextures.sh mymod + +If you want to use an overlay also, run the script with the base name as the +first parameter, and the complete filename of your overlay as the second. For +example: + +./gentextures.sh mymod myoverlay.png + +The program will exit immediately if the image(s) you've supplied are invalid, +missing, etc. + +Otherwise, the program will iterate through all of the hues and shades that are +supported by unifieddyes (though this is done manually, not by reading anything +from the mod), compositing your overlay image in after the recolor step, if +you're using that option. + +All of the output files will be placed in a new folder, generated-textures/ + +Use your favorite image browser or file manager to review the results, and if +they're right, copy them over to the textures/ folder in your mod. -- cgit v1.2.3